Difference between revisions of "Maple Shade Tactics"
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'''New Tactics:''' When first performing a newly purchased Tactic, the cell receives a -3 penalty. If successful, this penalty goes away. If unsuccessful, the penalty reduces by 1 each time thereafter it is unsuccessfully performed, until the cell gains a success or reduces the penalty to 0. | '''New Tactics:''' When first performing a newly purchased Tactic, the cell receives a -3 penalty. If successful, this penalty goes away. If unsuccessful, the penalty reduces by 1 each time thereafter it is unsuccessfully performed, until the cell gains a success or reduces the penalty to 0. | ||
==Exorcism== | ==Exorcism== | ||
− | + | Exorcism is a type of group abjuration, involving the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively drive the entity out of a given place (including bodies it may have possessed). In order to perform an Exorcism, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform an Exorcism, but many often employ assistants to focus concentration and faith to solidify the Exorcism as it is performed. | |
===Prerequisites=== | ===Prerequisites=== | ||
− | * '''Bane:''' | + | * '''Bane:''' The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls. |
− | * '''All:''' | + | * '''All:''' Composure 2, Resolve 2; Occult 2 |
− | * '''Primary Actor:''' | + | * '''Primary Actor:''' Integrity 7+, Occult 3 or Occult 2 (Possession or Religion) |
===Requires=== | ===Requires=== | ||
− | * | + | * At least one actor. |
+ | * May include up to four secondary actors. | ||
+ | * More than four secondary actors inflict a -3 penalty to primary actor. | ||
+ | |||
+ | |||
===Dice Pool & Action Type=== | ===Dice Pool & Action Type=== | ||
− | * '''Secondary Actors:''' | + | * '''Secondary Actors:''' ''Instant Action (Time based on size of area)'' • Resolve + Composure • Must spend 1 Willpower. |
− | * '''Primary Actor:''' | + | * '''Primary Actor:''' ''Instant Action (Time based on size of area)'' • Presence + Occult |
===Modifiers=== | ===Modifiers=== | ||
− | * | + | * '''Low Integrity (All):''' Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1) |
+ | * '''High Integrity (All):''' Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1) | ||
+ | * '''Supernatural Resistance (All):''' Penalty equal to Rank or Supernatural Potency of entity | ||
+ | * '''Area Warded (Primary Actor):''' Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour) | ||
+ | * '''Esoteric Gear:''' Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor) | ||
===Results (Secondary Actors)=== | ===Results (Secondary Actors)=== | ||
− | * '''Dramatic Failure:''' | + | * '''Dramatic Failure:''' Lose another Willpower point, and gain the [[Template:Condition-Disquieted|Disquieted Condition]]. |
− | * '''Failure:''' | + | * '''Failure:''' Add no successes to the primary actor's dice pool. |
− | * '''Success:''' | + | * '''Success:''' Add a number of dice equal to successes rolled to the primary actor's dice pool. |
− | * '''Exceptional Success:''' | + | * '''Exceptional Success:''' Add a number of dice equal to successes rolled, and gain the [[Template:Condition-Steadfast|Steadfast Condition]]. |
===Results (Primary Actor)=== | ===Results (Primary Actor)=== | ||
− | * '''Dramatic Failure:''' | + | * '''Dramatic Failure:''' You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the [[Template:Condition-Hunted|Hunted Condition]]. If there are secondary actors, they also gain this condition. |
− | * '''Failure:''' | + | * '''Failure:''' You fail to erect the warding. You gain the [[Template:Condition-Frustrated|Frustrated Condition]] for the purpose of trying again. |
− | * '''Success:''' | + | * '''Success:''' The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled. |
− | * '''Exceptional Success:''' | + | * '''Exceptional Success:''' Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled. |
+ | |||
==Moral Support== | ==Moral Support== | ||
xxx | xxx |
Revision as of 16:11, 15 February 2019
New Tactics: When first performing a newly purchased Tactic, the cell receives a -3 penalty. If successful, this penalty goes away. If unsuccessful, the penalty reduces by 1 each time thereafter it is unsuccessfully performed, until the cell gains a success or reduces the penalty to 0.
Exorcism
Exorcism is a type of group abjuration, involving the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively drive the entity out of a given place (including bodies it may have possessed). In order to perform an Exorcism, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform an Exorcism, but many often employ assistants to focus concentration and faith to solidify the Exorcism as it is performed.
Prerequisites
- Bane: The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls.
- All: Composure 2, Resolve 2; Occult 2
- Primary Actor: Integrity 7+, Occult 3 or Occult 2 (Possession or Religion)
Requires
- At least one actor.
- May include up to four secondary actors.
- More than four secondary actors inflict a -3 penalty to primary actor.
Dice Pool & Action Type
- Secondary Actors: Instant Action (Time based on size of area) • Resolve + Composure • Must spend 1 Willpower.
- Primary Actor: Instant Action (Time based on size of area) • Presence + Occult
Modifiers
- Low Integrity (All): Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
- High Integrity (All): Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
- Supernatural Resistance (All): Penalty equal to Rank or Supernatural Potency of entity
- Area Warded (Primary Actor): Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour)
- Esoteric Gear: Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor)
Results (Secondary Actors)
- Dramatic Failure: Lose another Willpower point, and gain the Disquieted Condition.
- Failure: Add no successes to the primary actor's dice pool.
- Success: Add a number of dice equal to successes rolled to the primary actor's dice pool.
- Exceptional Success: Add a number of dice equal to successes rolled, and gain the Steadfast Condition.
Results (Primary Actor)
- Dramatic Failure: You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the Hunted Condition. If there are secondary actors, they also gain this condition.
- Failure: You fail to erect the warding. You gain the Frustrated Condition for the purpose of trying again.
- Success: The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled.
- Exceptional Success: Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled.
Moral Support
xxx
Prerequisites
- Bane: xxx
- All: xxx
- Primary Actor: xxx
Requires
- xxx
Dice Pool & Action Type
- Secondary Actors: xxx
- Primary Actor: xxx
Modifiers
- xxx
Results (Secondary Actors)
- Dramatic Failure: xxx
- Failure: xxx
- Success: xxx
- Exceptional Success: xxx
Results (Primary Actor)
- Dramatic Failure: xxx
- Failure: xxx
- Success: xxx
- Exceptional Success: xxx
Warding
Warding involves the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively turn the location in question into a ban for the spirit: in essence, the place becomes forbidden to that type of spirit, by virtue of its nature. In order to perform a Warding, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform a Warding, but many often employ assistants to focus concentration and faith to solidify the Warding as it is laid.
Prerequisites
- Bane: The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls.
- All: Composure 2, Resolve 2.
- Primary Actor: Occult 2
Requires
- At least one actor.
- May include up to four secondary actors.
- More than four secondary actors inflict a -3 penalty to primary actor.
Dice Pool & Action Type
- Secondary Actors: Instant Action (Time based on size of area) • Resolve + Composure • Must spend 1 Willpower.
- Primary Actor: Instant Action (Time based on size of area) • Presence + Occult
Modifiers
- Low Integrity (All): Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
- High Integrity (All): Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
- Supernatural Resistance (All): Penalty equal to Rank or Supernatural Potency of entity
- Area Warded (Primary Actor): Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour)
- Esoteric Gear: Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor)
Results (Secondary Actors)
- Dramatic Failure: Lose another Willpower point, and gain the Disquieted Condition.
- Failure: Add no successes to the primary actor's dice pool.
- Success: Add a number of dice equal to successes rolled to the primary actor's dice pool.
- Exceptional Success: Add a number of dice equal to successes rolled, and gain the Steadfast Condition.
Results (Primary Actor)
- Dramatic Failure: You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the Hunted Condition. If there are secondary actors, they also gain this condition.
- Failure: You fail to erect the warding. You gain the Frustrated Condition for the purpose of trying again.
- Success: The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled.
- Exceptional Success: Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled.